Both sides seem fine to me. I like the quickened pace allows good players to win faster and still allows games to go late game if you and your opponent are both good, or bad enough to not kill each other off.
With faster cps it gives you more reasons to pick commanders early that give you boost but may later on not have as good late game stuff, at same time you still have to worry about late game vs. good players so not picking that commander with a late game tank for early ppsh is more of a trade off now. Tanks don't rule over everything now but still have plenty of power.
Building change is great for both factions, no more stalling in buildings for soviets for the first 4 minutes before you can get something on the field to deal with it as Germans. and soviets don't always need molies right away to clear houses anymore.
Too many people here keep wanting coh2 to be vcoh and when it isn't they think it's bad. When it isn't it, it is just different, and in many ways better.
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Post History of Con!
Thread: Its me or the game is much more harder in 1v1 as German?12 Dec 2013, 05:37 AM
In: COH2 Balance |
Thread: CP changes11 Dec 2013, 05:18 AM
The dshk was changed to 1 cp from 0 but all the rest stayed the same. most of the things aren't just doubled there are a lot that stayed the same and some the have 1 more or less then being what they used to be doubled. The changes will defiantly change how the game is played as some units come earlier then before and some later. In: COH2 Balance |
Thread: CP changes11 Dec 2013, 00:26 AM
shocks, guards, and, ppsh seem pretty crazy for the timing they now come. In: COH2 Balance |
Thread: #SNF5 4th Quali Sign-ups Thread10 Dec 2013, 17:39 PM
Steam Alias: Con Steam ID#: 76561198005647832 |
Thread: More none doctrinal units!10 Dec 2013, 17:30 PM
why do we need more units that are non doctrinal we have the same amount of units as vcoh did, except germans had one more unit in vcoh then it does in coh2. In: COH2 Gameplay |
Thread: A comprehensive theory about where Relic is going...9 Dec 2013, 18:31 PM
I don't think your even close to the mark. yes plenty of the commander have good synergy in team games but that is just good commander design if anything. They are working on fixing input lag it just takes time. I think where they are going is more content of all kinds, some paid and some free. As long as there are people to support the game I think relic will support the game too. They are trying to build a game that serves both the consumer and company that makes it for the long term. They want the game to have an e-sports future in 1v1 This isn't something that has been done this way before, most other games that try and do this have subscriptions or are free to play. Relic tried free to play it didn't work and we all know that subscription model wouldn't work either. In 5 years this game is going to have so much more depth and features, and will still be support by the devs, then any other RTS on the market if there are enough players to support the game to get there. So many of you think relic is just trying a cash grab, but the fact that no new commanders are being released with the next patch shows they aren't. Yes they have made plenty of mistakes and will continue to make them, a lot of that has to do with making a game and business model that has never been done before in rts, or really anywhere else in videogames. This makes it new and sometimes new things don't work and sometimes they do, but going back to the old model of business isn't going to give you anything new and it it doesn't work long term for the consumer or dev. consumers want more content and the devs need more cash flow and neither can happen in the old model and still be supported long term I think this game has the potential to have a really great future if enough people stick around to see it. (and yes mud tech sounds like winter tech in that it could just make the game slower. However one thing that mud tech shouldn't affect is visibility as much. This just gives map makers more tools to make cooler maps, hopefully they use it to make them fun to play as well instead of just cool looking. only time will tell) In: Lobby |
Thread: [WIP] (2-4) Bystraya Voda3 Dec 2013, 20:53 PM
While the points should or shouldn't have cover in them, can be debated, but a lot of them don't have any cover near them either to move into if an enemy comes. A few more houses up north would probably give it a a little character. Ya I wondered the same thing about the resource layout, weather it was unbalanced or not I don't know, it looks like it though. In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda3 Dec 2013, 20:02 PM
You have one too many normal points and are missing one of the fuel points on the map. Map doesn't seem to have any one or two areas that you are supposed to focus on. Vps and resource points seem to be in the advantage of the western player was well. cover is also a little weird some parts of the map have tons of cover all around and others nothing. A lot of the points ( pretty much everyone) also don't have any cover inside them making them kinda hard to fight over. Cool looking map over all though reminds me a lot of world in conflict. In: Map Sharing |
Thread: r2 g1 Con vs.Feel-Memory-Acceptance30 Nov 2013, 18:11 PM
g1 of r2 match between Con on the Germans and Feel-Memory-Acceptance on the soviets In: Replays |
Thread: R2 Con vs. Feel-Memory-Acceptance30 Nov 2013, 17:59 PM
g2 g1 In: SNF5 Third Quali |
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